Gackenbach, J.I., Rai, N. & Wagner, B. (2019, June). Emerging Implications of Virtual Reality Video Game Play on Dreams. Paper presented at the International Association for the Study of Dreams, Kerkrade, The Netherlands.
Dreams and video game play games for health conference 2010jgackenb
Gamers experience dreams differently than non-gamers in several ways:
1) Gamers report more lucid and controllable dreams where they realize they are dreaming and can influence dream events.
2) Gamer dreams contain fewer characters experiencing misfortune or aggression, but when aggression occurs it is more intense and physical.
3) Gamer dreams are rated higher in bizarreness by judges but gamers themselves do not find their own dreams more bizarre. Higher bizarreness is associated with higher creativity.
Gackenbach, J.I. (2009, June). Dreams and Video Game Play. Planary Session paper presented at Toward a Science of Consciousness : Investigating Inner Experience – Brain, Mind, Technology, Hong Kong, China
Emotional Attachments for Story Construction in Virtual Game Wolds Mirjam Eladhari
Emotional attachments and sentiments of avatars were experimented with in a virtual game world prototype called World of Minds. A playtest was conducted where sentiments were instantiated in 3 ways: randomly assigned, player chosen, and through interactions. Players preferred sentiments that emerged from interactions as it made the most sense. Observations found that proximity of sentiments affected player experience and backstory relevance improved understanding of game mechanics. Future work will explore using sentiments to enable emergent storytelling.
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
This study investigated how a pre-game narrative affects player experience in a virtual reality zombie shooter game. 10 participants played the game, with half exposed to a short backstory first. Those who heard the backstory tended to score higher and report a greater sense of presence, though differences were not significant. The backstory may have helped prepare players mentally for the VR experience. While more data is needed, results suggest narratives can positively influence engagement and performance in VR games.
Dreaming about movies and tv & other media associations to various individual...jgackenb
Gackenbach, J.I. (2018, June). Dreaming about Movies and TV Associations to Various Individual Difference Variables. Paper presented at the International Association for the Study of Dreams, Phoenix, AZ.
Dreams and video game play games for health conference 2010jgackenb
Gamers experience dreams differently than non-gamers in several ways:
1) Gamers report more lucid and controllable dreams where they realize they are dreaming and can influence dream events.
2) Gamer dreams contain fewer characters experiencing misfortune or aggression, but when aggression occurs it is more intense and physical.
3) Gamer dreams are rated higher in bizarreness by judges but gamers themselves do not find their own dreams more bizarre. Higher bizarreness is associated with higher creativity.
Gackenbach, J.I. (2009, June). Dreams and Video Game Play. Planary Session paper presented at Toward a Science of Consciousness : Investigating Inner Experience – Brain, Mind, Technology, Hong Kong, China
Emotional Attachments for Story Construction in Virtual Game Wolds Mirjam Eladhari
Emotional attachments and sentiments of avatars were experimented with in a virtual game world prototype called World of Minds. A playtest was conducted where sentiments were instantiated in 3 ways: randomly assigned, player chosen, and through interactions. Players preferred sentiments that emerged from interactions as it made the most sense. Observations found that proximity of sentiments affected player experience and backstory relevance improved understanding of game mechanics. Future work will explore using sentiments to enable emergent storytelling.
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
This study investigated how a pre-game narrative affects player experience in a virtual reality zombie shooter game. 10 participants played the game, with half exposed to a short backstory first. Those who heard the backstory tended to score higher and report a greater sense of presence, though differences were not significant. The backstory may have helped prepare players mentally for the VR experience. While more data is needed, results suggest narratives can positively influence engagement and performance in VR games.
Dreaming about movies and tv & other media associations to various individual...jgackenb
Gackenbach, J.I. (2018, June). Dreaming about Movies and TV Associations to Various Individual Difference Variables. Paper presented at the International Association for the Study of Dreams, Phoenix, AZ.
Gackenbach, J.I. (2016, June). Gaming Allows Expression of Archetypes. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
The study examined the effects of character voice-over on player engagement in digital role-playing games. Players were randomly assigned to play a role-playing game module either with or without non-player character voice-overs. Players who experienced voice-overs reported significantly higher engagement levels on a questionnaire compared to those without voice-overs. The findings suggest that audio elements like character voice-overs can enhance player engagement in digital role-playing games.
This is a presentation by Gackenbach which summarizes her work. It was given at the annual meeting of the International Association for the Study of Dreams in June of 2018.
Video game play and nightmare protection hypothesisjgackenb
Gackenbach, J.I. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
StoryPlay Multimodal: A Research Tool for the Multimodal Evaluation of Seriou...Laila Shoukry
This document discusses StoryPlay Multimodal, a research tool for the multimodal evaluation of serious games. It motivates the need for multimodal evaluation data and field studies of serious games. StoryPlay Multimodal aims to support multimodal evaluation of serious games in natural mobile settings through a tailored framework and tools. It augments event logs captured during game play with multimodal data like video and sensor data. The implementation involves modules for capturing this data on Android devices during game sessions and a platform for synchronized replay and analysis of the data. Some initial evaluation of the tool is also discussed.
Individual differences in dreams and video game play 2018jgackenb
This is a paper presentation to both The Canadian Game Studies meeting and the International Association for the Study of Dreams meeting. Both were in 2018.
China and canada a comparison of media use and dream intensityjgackenb
Gackenbach, J.I., Lee, M., Zhou, Z. & Yu, G. (2015, June). China and Canada: A Comparison of Media Use and Dream Intensity. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Oculus Rift Effects on Presence and Dreams: Replication and Extensionjgackenb
Boopalan, A., White, E. & Gackenbach, J.I. (2016, June). Oculus Rift Effects on Presence and Dreams: Replication and Extension. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. jgackenb
Rosie, M., Gackenbach, J.I., Bown, J. & Sample, T. (2010, June). Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. Poster presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Gackenbach, J.I., Darlington, M. & Ferguson, M. (2012, April). Video Game Play as Nightmare Protection. Paper presented at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
This document discusses the role of dreaming in AI-human interactions and the impacts of virtual reality technologies. It summarizes a presentation on how increased immersion in virtual worlds through activities like video game playing may influence dreaming. The author's lab studies gamers' dreams and has found some gamers incorporate gaming content and scenarios into their dreams. The lab's research also suggests gaming may increase lucid and bizarreness in dreams, and influence how threats are simulated. The conclusions question whether these changes reflect improved cognition or creativity from extensive virtual world exposure and immersion.
Video game play and lucid dreaming as socially constructed meditative absorptionjgackenb
This document discusses research into the relationship between video game play, lucid dreaming, and meditation. It presents findings that hardcore gamers report more bizarre dreams compared to non-gamers. Factor analysis found associations between gaming, lucid-related dreams, and dream bizarreness. Content analysis of lucid dreams in gamers found they tend to have a more positive atmosphere compared to non-lucid dreams. The document suggests video game play could be viewed as a type of meditation due to similarities in spatial skills, attention/absorption, and experiences with alternative realities in lucid dreams and virtual worlds in gaming.
This document describes a narrative and sensor-driven cognitive behavior training game platform designed to treat children with ADHD. The platform uses brain-computer interface and motion tracking sensors along with interactive narrative content to improve attention, control hyperactivity, and enhance reading comprehension. An initial experiment tested the platform's ability to successfully collect motion tracking and brainwave data from players. Future work includes testing the platform's effectiveness as an ADHD treatment and expanding the narrative content library.
The document summarizes 3 studies comparing the effects of contemplative practice (meditation/prayer) and video game play on attention, mindfulness, dreaming, and transpersonal experiences. The studies found that while both activities were associated with benefits like improved attention and mood, gamers performed better on some attention tasks and had higher self-presence. Contemplatives reported more meditation/prayer content in dreams. Overall, the studies suggest both activities can impact cognition and consciousness in some similar and some different ways.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
Gackenbach, J.I. (2016, June). Gaming Allows Expression of Archetypes. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
The study examined the effects of character voice-over on player engagement in digital role-playing games. Players were randomly assigned to play a role-playing game module either with or without non-player character voice-overs. Players who experienced voice-overs reported significantly higher engagement levels on a questionnaire compared to those without voice-overs. The findings suggest that audio elements like character voice-overs can enhance player engagement in digital role-playing games.
This is a presentation by Gackenbach which summarizes her work. It was given at the annual meeting of the International Association for the Study of Dreams in June of 2018.
Video game play and nightmare protection hypothesisjgackenb
Gackenbach, J.I. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
StoryPlay Multimodal: A Research Tool for the Multimodal Evaluation of Seriou...Laila Shoukry
This document discusses StoryPlay Multimodal, a research tool for the multimodal evaluation of serious games. It motivates the need for multimodal evaluation data and field studies of serious games. StoryPlay Multimodal aims to support multimodal evaluation of serious games in natural mobile settings through a tailored framework and tools. It augments event logs captured during game play with multimodal data like video and sensor data. The implementation involves modules for capturing this data on Android devices during game sessions and a platform for synchronized replay and analysis of the data. Some initial evaluation of the tool is also discussed.
Individual differences in dreams and video game play 2018jgackenb
This is a paper presentation to both The Canadian Game Studies meeting and the International Association for the Study of Dreams meeting. Both were in 2018.
China and canada a comparison of media use and dream intensityjgackenb
Gackenbach, J.I., Lee, M., Zhou, Z. & Yu, G. (2015, June). China and Canada: A Comparison of Media Use and Dream Intensity. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Oculus Rift Effects on Presence and Dreams: Replication and Extensionjgackenb
Boopalan, A., White, E. & Gackenbach, J.I. (2016, June). Oculus Rift Effects on Presence and Dreams: Replication and Extension. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. jgackenb
Rosie, M., Gackenbach, J.I., Bown, J. & Sample, T. (2010, June). Dream Incorporation of Video Game Play: Interactivity, Fidelity and Presence. Poster presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Gackenbach, J.I., Darlington, M. & Ferguson, M. (2012, April). Video Game Play as Nightmare Protection. Paper presented at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
This document discusses the role of dreaming in AI-human interactions and the impacts of virtual reality technologies. It summarizes a presentation on how increased immersion in virtual worlds through activities like video game playing may influence dreaming. The author's lab studies gamers' dreams and has found some gamers incorporate gaming content and scenarios into their dreams. The lab's research also suggests gaming may increase lucid and bizarreness in dreams, and influence how threats are simulated. The conclusions question whether these changes reflect improved cognition or creativity from extensive virtual world exposure and immersion.
Video game play and lucid dreaming as socially constructed meditative absorptionjgackenb
This document discusses research into the relationship between video game play, lucid dreaming, and meditation. It presents findings that hardcore gamers report more bizarre dreams compared to non-gamers. Factor analysis found associations between gaming, lucid-related dreams, and dream bizarreness. Content analysis of lucid dreams in gamers found they tend to have a more positive atmosphere compared to non-lucid dreams. The document suggests video game play could be viewed as a type of meditation due to similarities in spatial skills, attention/absorption, and experiences with alternative realities in lucid dreams and virtual worlds in gaming.
This document describes a narrative and sensor-driven cognitive behavior training game platform designed to treat children with ADHD. The platform uses brain-computer interface and motion tracking sensors along with interactive narrative content to improve attention, control hyperactivity, and enhance reading comprehension. An initial experiment tested the platform's ability to successfully collect motion tracking and brainwave data from players. Future work includes testing the platform's effectiveness as an ADHD treatment and expanding the narrative content library.
The document summarizes 3 studies comparing the effects of contemplative practice (meditation/prayer) and video game play on attention, mindfulness, dreaming, and transpersonal experiences. The studies found that while both activities were associated with benefits like improved attention and mood, gamers performed better on some attention tasks and had higher self-presence. Contemplatives reported more meditation/prayer content in dreams. Overall, the studies suggest both activities can impact cognition and consciousness in some similar and some different ways.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
Culture media use and dreams china and canadajgackenb
Gackenbach, J.I. (2015, May). Culture, Media Use and Dreams: China and Canada. Paper presented at Digital Diversity: Writing, Feminism and Culture, Edmonton, Alberta.
“Dollars as Points: Marrying Real and In-Game Progress”
Serious game creators want good play to create measurable real-world benefit. Players want games to provide positive feedback for good play. Learn strategies to satisfy both of these requirements in a harmonious, efficient way, and how to identify warning signs that your game may be missing the mark.
Games for Health - Robert Pratten - Imaginary Worlds for Better LivingGames for Health Europe
This document discusses using real-world data and audience interactions to personalize transmedia storytelling experiences. It describes how sensor data on air quality, temperature, and other environmental factors could influence a character's mood and actions in a game. It also outlines how prior audience interactions on social media and emails could be used to personalize a virtual reality experience. Finally, it proposes using conductive fabrics that can detect motion, temperature, and user input to further embed audiences in interactive stories across online and physical platforms.
Similar to Emerging implications of virtual reality video game play on dreams (19)
These are the slides from my invited address on Dreams and Art given at the annual conference of the International Association for the Study of Dreams, Ashland, OR, June 2023. It is a first person account of a seven year dream diary and art journal using both quantitative and qualitative methods.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
Dream and Blog Content Analysis of a Video Gamers Long Term Diary jgackenb
Gackenbach, J.I., Sample, T., Mandel, G., Tomashewsky, M., Kuchinsky, M. & Masliuk, K. (2010, June). Dream and Blog Content Analysis of a Video Gamers Long Term Diary. Poster presented at the annual meeting of the the International Association for the Study of Dreams, Ashville, North Carolina.
Dream use in various courses to various cultural groupsjgackenb
Gackenbach, J.I. (2010, June). Dream Use in Various Courses to Various Cultural Groups. Paper presented at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Long term online dream diary of an OCD gamerjgackenb
Gackenbach, J.I., Masiuk, K. & Sample, T. (2010, June). Long Term Online Dream Diary of an OCD Individual. Paper presented as part of a symposium Research into the Dreams of Several Clinical Groups, at the annual meeting of the International Association for the Study of Dreams, Ashville, North Carolina.
Video game play as nightmare protection a preliminary inquiry on military gam...jgackenb
Gackenbach, J.I., Hall, C. & Ellerman, E. (2011, June). Video Game Play as Nightmare Protection: A Preliminary Inquiry on Military Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Experts versus trained dream coders does it make a differencejgackenb
Gackenbach, J.I., Ferguson, M., Darlington, M., Flockhart, C., Swanson, D. & Ahlswede, S. (2012, June). Experts versus trained dream coders: Does it make a difference? Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkeley, CA.
History of gaming and gaming daily activities associated with nightmaresjgackenb
This study examined the relationship between video game play history, recent game play, and subsequent dreams, specifically focusing on nightmares. The researchers analyzed dreams reported by 107 individuals who frequently played video games. Those who played games daily to weekly and had a dream over 40 words were included. The study found that for males, playing a game before bed was associated with increased confidence that the dream was a nightmare, but for females it decreased this confidence. For threat and consequences in dreams, males who didn't play recently had less threat while females had more if they played recently. The researchers concluded that video game play may protect against nightmares for males but not females, possibly due to differences in game genres typically played.
Threat and central image in dreams student and soldier gamersjgackenb
This document summarizes research on the relationship between video game playing and dreams. It describes two studies that compared high and low gamers - one with military personnel and one with university students. The studies examined threat levels and central images in recent dreams versus trauma/military dreams. For students, self-reported nightmares supported the hypothesis that gaming reduces nightmares, but threat ratings did not. Central image intensity did but emotion did not. Reactions to trauma dreams also supported the hypothesis for students. Comparing students to soldiers found similar responses in dreams depending on gaming level and dream context. More information is available in two books published in 2012.
Gackenbach, J.I. (2012, April). Video Game Play and Consciousness. Presentation in the form of a talk and two posters at the biannual Towards a Science of Consciousness conference, Tucson, AZ.
Nightmare protection as motivation to play video gamesjgackenb
Gackenbach, J.I. (2013, June). Nightmare protection as motivation to play video games. Paper presented at the preconference of the game studies division of the International Communication Association, London, England.
From lucid to gaming dreams: So what is the fabric of reality?jgackenb
Gackenbach, J.I. (2014, June). From Lucid to Gaming Dreams: So What Is the Fabric of Reality? (Presentation within symposium “Being Transformed by Lucid Dreaming Research”). Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Self-Construal, Media Use and Dreams between Canadians of Differing Cultural ...jgackenb
This study examined the relationships between culture, media use, and dreaming in Canadian undergraduate students. Over 450 participants completed an online survey assessing demographics, video game and social media use, dream experiences, and independent versus interdependent self-construal. Factor analyses revealed factors related to video game play, social media use, and dream emotions. Regression analyses showed some associations between media use factors and dream factors, such as positive associations between video game play and dream work, and between social media use and dream amount/altered episodes. Culture showed no direct associations with dreaming. The study aimed to investigate how culture may mediate relationships between media use and dreaming.
Video Game Nightmare Protection: An Experimental Inquiry. jgackenb
Flockhart, C. Gackenbach, J.I. & Ditner, A. (2014, June). Video Game Nightmare Protection: An Experimental Inquiry. Poster presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Nightmare protection hypothesis and female gamersjgackenb
Boyes, A. & Gackenbach, J.I. (2014, June). Nightmare Protection Hypothesis and Female Gamers. Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
An inquiry into the lack of nightmare protection associated with video game p...jgackenb
Boyes, A. & Gackenbach, J.I. (2015, May). An Inquiry into the Lack of Nightmare Protection Associated with Video Game Play by Female Gamers, Paper presented at Digital Diversity: Writing, Feminism and Culure, Edmonton, AB.
Relationship between Presence in Virtual Reality Game Play and Dreamsjgackenb
Sinyard, A., Gackenbach, J.I., Yu, Y. & Hakopdjanian, S. (2015, June). Relationship between Presence in Virtual Reality Game Play and Dreams. Paper presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
Nightmare protection an experimental inquiryjgackenb
Flockhart, C., Gackenbach, J.I., & Ditner, A. (2015, June). Nightmare protection: An experimental inquiry. Paper presented at the Towards a Science of Consciousness conference, Helsinki, Finland.
Video game play and nightmare protection hypothesis a cross cultural analysis.jgackenb
Ditner, A. Gackenbach, J.I., & Hakopdjanian, S. (2015, June). Video Game Play and Nightmare Protection Hypothesis: A Cross Cultural Analysis. Poster presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
A hall and van de castle analysis of chinese versus canadian dreams as a func...jgackenb
Gahr, S., Ditner, A., Gackenbach, J.I., & Yue, Y. (2015, June). A Hall and Van de Castle Analysis of Chinese versus Canadian Dreams as a Function of Sex and Video Game Play. Poster presented at International Association for the Study of Dreams, Virginia Beach, VA. Abstract published in the International Journal of Dream Research, 8(supplement 1), July 2015, Retrieved http://journals.ub.uni-heidelberg.de/index.php/IJoDR.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
ScyllaDB is making a major architecture shift. We’re moving from vNode replication to tablets – fragments of tables that are distributed independently, enabling dynamic data distribution and extreme elasticity. In this keynote, ScyllaDB co-founder and CTO Avi Kivity explains the reason for this shift, provides a look at the implementation and roadmap, and shares how this shift benefits ScyllaDB users.
Introducing BoxLang : A new JVM language for productivity and modularity!Ortus Solutions, Corp
Just like life, our code must adapt to the ever changing world we live in. From one day coding for the web, to the next for our tablets or APIs or for running serverless applications. Multi-runtime development is the future of coding, the future is to be dynamic. Let us introduce you to BoxLang.
Dynamic. Modular. Productive.
BoxLang redefines development with its dynamic nature, empowering developers to craft expressive and functional code effortlessly. Its modular architecture prioritizes flexibility, allowing for seamless integration into existing ecosystems.
Interoperability at its Core
With 100% interoperability with Java, BoxLang seamlessly bridges the gap between traditional and modern development paradigms, unlocking new possibilities for innovation and collaboration.
Multi-Runtime
From the tiny 2m operating system binary to running on our pure Java web server, CommandBox, Jakarta EE, AWS Lambda, Microsoft Functions, Web Assembly, Android and more. BoxLang has been designed to enhance and adapt according to it's runnable runtime.
The Fusion of Modernity and Tradition
Experience the fusion of modern features inspired by CFML, Node, Ruby, Kotlin, Java, and Clojure, combined with the familiarity of Java bytecode compilation, making BoxLang a language of choice for forward-thinking developers.
Empowering Transition with Transpiler Support
Transitioning from CFML to BoxLang is seamless with our JIT transpiler, facilitating smooth migration and preserving existing code investments.
Unlocking Creativity with IDE Tools
Unleash your creativity with powerful IDE tools tailored for BoxLang, providing an intuitive development experience and streamlining your workflow. Join us as we embark on a journey to redefine JVM development. Welcome to the era of BoxLang.
Lee Barnes - Path to Becoming an Effective Test Automation Engineer.pdfleebarnesutopia
So… you want to become a Test Automation Engineer (or hire and develop one)? While there’s quite a bit of information available about important technical and tool skills to master, there’s not enough discussion around the path to becoming an effective Test Automation Engineer that knows how to add VALUE. In my experience this had led to a proliferation of engineers who are proficient with tools and building frameworks but have skill and knowledge gaps, especially in software testing, that reduce the value they deliver with test automation.
In this talk, Lee will share his lessons learned from over 30 years of working with, and mentoring, hundreds of Test Automation Engineers. Whether you’re looking to get started in test automation or just want to improve your trade, this talk will give you a solid foundation and roadmap for ensuring your test automation efforts continuously add value. This talk is equally valuable for both aspiring Test Automation Engineers and those managing them! All attendees will take away a set of key foundational knowledge and a high-level learning path for leveling up test automation skills and ensuring they add value to their organizations.
QR Secure: A Hybrid Approach Using Machine Learning and Security Validation F...AlexanderRichford
QR Secure: A Hybrid Approach Using Machine Learning and Security Validation Functions to Prevent Interaction with Malicious QR Codes.
Aim of the Study: The goal of this research was to develop a robust hybrid approach for identifying malicious and insecure URLs derived from QR codes, ensuring safe interactions.
This is achieved through:
Machine Learning Model: Predicts the likelihood of a URL being malicious.
Security Validation Functions: Ensures the derived URL has a valid certificate and proper URL format.
This innovative blend of technology aims to enhance cybersecurity measures and protect users from potential threats hidden within QR codes 🖥 🔒
This study was my first introduction to using ML which has shown me the immense potential of ML in creating more secure digital environments!
AI in the Workplace Reskilling, Upskilling, and Future Work.pptxSunil Jagani
Discover how AI is transforming the workplace and learn strategies for reskilling and upskilling employees to stay ahead. This comprehensive guide covers the impact of AI on jobs, essential skills for the future, and successful case studies from industry leaders. Embrace AI-driven changes, foster continuous learning, and build a future-ready workforce.
Read More - https://bit.ly/3VKly70
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Keywords: AI, Containeres, Kubernetes, Cloud Native
Event Link: https://meine.doag.org/events/cloudland/2024/agenda/#agendaId.4211
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
In our second session, we shall learn all about the main features and fundamentals of UiPath Studio that enable us to use the building blocks for any automation project.
📕 Detailed agenda:
Variables and Datatypes
Workflow Layouts
Arguments
Control Flows and Loops
Conditional Statements
💻 Extra training through UiPath Academy:
Variables, Constants, and Arguments in Studio
Control Flow in Studio
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Essentials of Automations: Exploring Attributes & Automation Parameters
Emerging implications of virtual reality video game play on dreams
1. Emerging Implications of Virtual
Reality Video Game Play on Dreams
By: Jayne Gackenbach*
Neelinder Rai
Braden Wagner
*travel support from Athabasca University
2. Introduction: Presence
• Virtual reality (VR) is a computer simulated
environment that replicates the experience of
being present in another location (presence)
and it suggests that the user will have
sensations that result in the perception of
objects found there as equally present.
3. Introduction: Immersion
• How much one feels present in another
location depends on how well the VR
technology creates immersion.
– Immersion refers to the degree to which a virtual
environment submerges the perceptual systems
of the user in computer-generated stimuli.
– The more the system captivates the senses and
blocks out stimuli from the physical world, the
more the system is considered immersive, and
thus the users feel presence (Biocca, 1995).
4. Introduction: Dreams & GTP
• Dreams are mental experiences of our brain’s
activity while sleeping. Meaning an individual
enters a biologically created virtual reality while
dreaming, with a strong sense of presence felt.
• This may be similar to playing video games.
• Some transfer of gaming may happen to dreams
and increase with VR gaming.
• Game Transfer Phenomena (GTP): is a transfer of
certain characteristics from a game played into
waking or dreaming.
5. Introduction: Past Research
• Gackenbach and Rosie (2011) compared watching/playing
video games on a television versus watching/playing a
game wearing wide screen goggles.
– Dream incorporation was assessed by participant self-report
and judges’ evaluations. The independent variable of fidelity
was strong in subsequent self reports of dream incorporation.
• In other previous studies our lab looked at the relationship
between the immersion created by virtual reality headset
(oculus rift) and nighttime dreams, (Gackenbach, Anson,
Mosley, Sinyard, & Snyder, 2016; Boopalan & White, 2016).
– Level of presence felt was higher with using VR headset
– May have been an effect on memories of dreams
• the order of dream reports relative to game play affected the self
evaluation of the dream.
– the results were equivocal thus this replication and extension
6. Current Inquiry
• The dreams of those who experience VR
compared to those who do not but played the
same video game were examined.
• Hypotheses:
– Higher presence in laboratory using VR goggles
relative to playing the same game in 2D
– More impact on research participant’s post lab
dreams with VR condition
• Higher dream presence
• Higher lucid like dream mentation
• More game content incorporation
7. Methods
• Participants: The total
number of participants
included 85 males from
MacEwan University.
– Average age: 19 years old
– Age range: 17 – 33 years
Group/Order Prelab Dream
Reported Before
Gameplay
Prelab Dream
Reported After
Gameplay
VR 22 22
Control 20 21
• Prescreen:
Male
Motion sickness (low)
Horror and violence tolerance
(high)
Dream recall (moderate to high)
Game play history allowed to vary
8. Assignment to Conditions
Participants
Experimental
(VR Gameplay)
Control (2D
Gameplay)
Dream collected before
gameplay
Dream collected after
gameplay
Dream collected before
gameplay
Dream collected after
gameplay
Random assignment
Random assignment
Random assignment
9. Methods
Questionnaires:
– Demographics
– Video Game Play History Questionnaire
– Social Media Use History Questionnaire
– Telepresence Survey
– Game Transfer Phenomena Scale (GTP)
– Dream Presence
11. Methods
• Game: Resident Evil 7 –
Biohazard:
- Can be played traditionally (2D) and in VR (3D)
- Is a first-person shooter
- Incorporates elements of exploration, solving puzzles,
and surviving
13. Procedure
Answer demographic and pre-gameplay questionnaires
Before Gameplay Condition
–> Report Dream
After Gameplay Condition –
> Play game
Before Gameplay Condition
–> Play Game
After Gameplay Condition –
> Report Dream
Answer post-gameplay questionnaires
Report a post lab dream (between 1-7 days after lab session)
14. Methods
• Self Report Questionnaires on reported
dreams:
– Type of dream
– Emotions experienced during dream
– Presence felt during the dream
15. Methods
• Dreams Analysis:
– Threat Simulation (Revonsuo & Valli, 2000)
– Lucidity and Consciousness (Voss, 2012)
– Game Content Scale for Resident Evil 7: Biohazard
• Developed for this study
16. Results
• Covariates:
– Video game play frequency
– Video game play length
– Use of gaming social media
– GTP (Game transfer phenomenon) on mental
processes
17. Manipulation Effectiveness
• No group difference in game performance
(deaths & health potions used)
• Observer’s coded: verbal and nonverbal
expressions 3 times during game play
– No difference in verbal expressions
– VR > Control in nonverbal expressions
• Thus VR > Control in observed sense of presence
• Respondents self report
– VR > Control in immersion
18. Dream Analysis
• Two dreams collected
– Prelab: Most recent dream prior to reporting to lab
– Postlab: Dream experienced between 24 hours and 7
days after lab experience
• Self report evaluations
– Dream type
– Emotions in dream
– Presence in dream
• Judges coding
– Lucidity type content
– Game related content
– Threat Simulation
19. Self Evaluations of Dreams
Lucid Dream
Before Lab Dream After Lab Dream
VR
Control
20. Self Evaluations of Dreams
• Control Dream
– Dream reported after game play > than ones
reported before game play
– Pronounced for VR
Before Game Play After Game Play
VR
Control
21. Self Evaluations of Dreams
• Self evaluations of dream as bad dream.
0
0.5
1
1.5
2
2.5
3
3.5
Prelab Postlab Prelab Postlab
Before Game After Game
VR Control
Self reported emotion sum scores showed no differences.
22. Self Evaluations of Dreams
• Game versus Dream Presence
0
5
10
15
20
25
30
35
40
45
50
Game presence sum Lab dream presence sum Postlab dream presence sum
Mean VR Mean Control
23. Judges Coding: Lucid
• Voss Self report scale adapted for judges use
• Eight subscales derived from 28 items
• Realism, memory and negative emotions resulted in effects
– Realism:
VR
Control
Before Lab Dream After Lab Dream
24. Judges Coding: Lucid
• Memory
– Prelab dreams > Postlab dreams
• Negative Emotions
VR
Control
Before Lab Dream After Lab Dream
25. Judges Coding: Game Content
• Act Frequency
– Location
• Trailers, old buildings, tunnels, etc
– Person/Object/Things
• Spiders, zombies, weapons, etc
– Actions/Events
• Fire, chase, screams, etc
• Thematic Content (Likert-type scale)
– Startle, shooting, stabbing, threats, bleeding
– Correlations with Actions/events sum scores very few
significant
26. Judges Coding: Game Content
• Act frequency sum scores
– Post lab dream > prelab dream
• Location
• Person/object/thing
• Action/events
• Thematic Content
• Postlab dream > prelab dream
Demographics: Information such as gender, marital status, occupation, level of education, race/ethnicity, city and country of residence, first language, and English language proficiency was asked about.
Video Game Play Questionnaire: This questionnaire assessed the participants’ video game play history and the most recent game play experience.
Social Media Use Questionnaire: This questionnaire assessed the level of involvement and the time period for which the participants’ had been using social media.
Telepresence Survey: This survey was used to assess the participants’ history of telepresence experiences and recent telepresence experiences both before and after game play, if any.
Game Transfer Phenomena: This scale assesses experiences had in video game play that generalize to waking reality, as explained before.